Have a Hoffman's Entrance Certificate in your inventory. (Secret Key to Wally's Underground Laboratory is needed when entering Hell mode)

Must be Level 50 or higher.

Complete all dungeons in Elder on Very Hard.

Have a Luto's Pass in your inventory. (2 Luto's Passes is needed when entering Hell mode)

Must be Level 60 or higher.

Mobs:

Fire Crossbow Soldier - These crossbowmen are similar to those at 2-5, except it has high attack speed (when not in the Bunker), can activate super armor and shoot up to three arrows in a row. Their arrows can cause the burning ailment. Their super armor will end before they can attack. Also, whenever attacked they will gain super armor for the duration of their stun animation.

Poison Crossbow Soldier - These crossbowmen are similar to those at 2-5, except it has high attack speed (when not in the Bunker), can activate super armor and shoot up to three arrows in a row. Their arrows can cause the poison ailment. Their super armor will end before they can attack.

Royal Guardian - These Knights are similar to Wally's Guardian in 2-5, but can activate super armor if hit 10 times (15 times in Hell mode). Their super armor will last until the end of their counter attack. These will randomly enter a defense stance when under attack. Their attack speed was significantly increased after the Hunting Fields patch.

Royal Big Brother - These Knights are similar to Vergent in 2-5 and will activate super armor if hit 10 times (15 times in Hell mode). Their super armor will last until the end of their counter attack. Their attack speed was significantly increased after the Hunting Fields patch.

Infected Rat - Their attack style is very similar to the Giant Phorus, but their attacks can poison you. (Except Bull Attack)

Mini Wally No.8 -Punch- - These are smaller, brown colored variants of Wally No. 8. They have only the most basic abilities all Wally robots have on Normal Mode. They can hover, punch, use a spinning attack similar to Windmill, and do a downward smash when they are hovering. In Hell and Luto Modes, a large amount of debris will fall randomly to either side of itself each time it smashes the ground.

Mini Wally No.8 -Laser- - These are smaller, red colored variants of Wally No. 8. They will fire a large laser out of their heads. When they do, the screen will darken like it would if a player used a skill. The laser's hitbox forms a bit away from itself, making standing right in front of these as they are shooting perfectly safe.

Mini Wally No.8 -Missle- - These are smaller, yellow colored variants of Wally No. 8. They will activate super armor and launch homing missiles out of both arms. In Hell and Luto Modes, they can also launch a spread of missiles into the air that will come down on both sides of itself (Similar to Wally No 8 MK2 have).

Mini Boss:

Wally No. 7 - Wally No. 7 - is an upgraded form of Wally No. 8. This Nasod is now capable of using the same attacks faster and activating super armor during almost all of its attacks.
Moves:
-Thrust: Wally will spin his arms to attack you.
-Fly: Given the opportunity, Wally will fly up into the air towards another platform to try and make distance. Differs from the next move in that he moves STRAIGHT up.
-Smash: While in the air, Wally will sometimes boost down to try and smash you into the ground.
-Homing Missile: One of his strongest moves, Wally will extend his arms and launch two guided missiles out of his hands that will home in on a random player.

Note:
-In Hell Mode, Wally No. 7 will stoic after every 3 hits outside of super armor frames. Also, whenever it does a downward smash, debris will fall randomly to both sides of itself.
-In Luto Mode, Wally No. 7 identical to its Hell Mode appearance, except shows up as a mid-boss twice, once alone and again fighting alongside Wally No. 8 MK-2.

Wally No. 8 MK2 - Wally No. 8 MK2 is another miniboss but only appears on Hell and Luto Mode. It will use the same attacks from your previous encounter with it in 3-5. The only difference is that it has more HP.
Moves:
-Carpet Bombing: Wally sends up missiles into the sky that'll fly down in both sides of him, dealing heavy damage to those all around him.
-Spin Thrust: Wally rushes towards you and slides while dealing damage using its heavy arms, he then flails it around, knocking you down.
-Fly: Given the opportunity, Wally will fly up into the air up onto another platform to try and make distance.
-Smash: While in the air, Wally will sometimes boost down to try and smash you on the ground.
-Laser!: His strongest move. Wally will fire out a massive yellow blast of energy out of his eye. It does tremendous damage all with incredible range. However, unlike his old version, this laser is smaller, but that doesn't mean its not fatal as Wally sends the laser up, having a higher chance of hitting someone.

Obstacles:

Floor Trap - Similar to that of variousElderdungeons, standing on top of the floor traps will cause wooden poles to launch out of the ground damaging whoever is standing on them.

Steam Trap - Similar to that of 2-3, there will be vents that will exert steam at regular intervals that can damage you.

Mini Cannon - Fires explosives out of one of three cannons (Left, Up, and Right), generally fires from the cannon closest to the player. Similar to the ones that appear in 4-1.

Boss:

Nasod Inspector

After the Secret Dungeon Reorganization, all robot based monsters are much smaller, including the Nasod Inspector. The Nasod Inspector is the gargantuan blue robot boss found in Wally's Underground Laboratory.

Contents

Defense Mode

There is a Signal Lantern located at the center of Nasod Inspector's chest. At the beginning of the battle it is inactive. When damaged Nasod Inspector will activate it.
The color of lantern indicates the defense mode of Nasod Inspector and will change over time.Yellow means Nasod Inspector is highly resistant to all physical attacks.Blue means Nasod Inspector is highly resistant to all magical attacks.
The defense boost is high enough that all damage of the type it resists will be reduced to 1.(No Damage in KR)

Moves

Fire Laser: The Nasod Inspector can fire a beam of yellow laser (similar to that of the Cockatrigles in Velder) from his signal lantern across a long distance, dealing substantial damage.
Cannon Fire: The Nasod Inspector aims its cannon forward and fires, the attack is fairly short ranged but the damage is high.
Cannon Slam: The Nasod Inspector slams his giant cannon vigorously onto the ground and fires, causing a series of giant explosions. This does extremely high damage, more so if you are carried along with the blast wave. Players hit by the cannon will be stunned for several seconds. Requires full mana bar to use, mana resets upon execution.
Cannon Slam II: The Nasod Inspector slams its arm into the ground and then follows up by slamming its giant cannon against the ground as well but does not fire. This hits closer to itself and both the arm and cannon can deal moderate damage as well as launching you a significant distance upwards. A danger of this attack is that it can launch you into multiple yellow flares for incredible damage.
Fire Yellow Flares: The Nasod Inspector aims his mini-cannon towards the ceiling and fires, causing yellow flares to start floating down slowly. These flares do high damage. These flares will usually fall near the Nasod Inspector.
Fire Blue Flares: The Nasod Inspector aims his mini-cannon towards the ceiling and fires, causing blue flares to start dropping down to the floor quickly. These blue flares detonate after a set amount of time and do minor damage. These can fall anywhere and everywhere except for near the Nasod Inspector itself.
Crawl: If you are too far away from the Nasod Inspector, it will put its arms on the ground and pull itself to you, then stumble and fall, then pick itself up again. This move can flatten you and cause moderate damage.
Defense Mode: The Nasod Inspector will change its defense mode depending on its current remaining HP, the Signal Lantern will change color to indicate which defense mode it has entered. Whenever it does this it will recover a large amount of health.
System Crash: When the Nasod Inspector's health is reduced to critical levels, the Nasod Inspector's attack speed and movement speed will be greatly increase like crazy and increase damage by 20% as if it were malfunctioning.

Tactics

The Nasod Inspector's pattern will follow the behavior as shown above. Health values are a rough approximate. An example of how the chart works: when the Nasod Inspector reaches 70% HP, he will activate Magic Defense mode and will regain HP to 90%.

The Nasod Inspector is always super armored and thus will not be stunned by attacks. It can however be frozen temporarily with Light Enchantment (petrifying) on weapons, Awakening, or freezing attacks like Blizzard Shower.

The best move is always to KEEP OFF THE GROUND. Especially for melee characters, stay at the top platform of either side of the stage and wait for the Nasod Inspector to come to you. The Mini-Cannon would be just jutting out for you to hit and spam skills. Also as he crawls over, his hitbox becomes much wider and thus more susceptible to damaging AOE attacks like Gungnir.

When the Nasod Inspector starts shooting yellow flares, run to the opposite end of the map. They are extremely lethal.

A more advanced strategy is to knock Nasod Inspector's HP to just above a threshold where it will activate a defense mode and regenerate, then freeze it and deal enough damage to knock it down to the threshold of a different defense mode causing it to skip that phase.

The first HP threshold is roughly 17 HP Bars on Normal.

The HP thresholds for Hell Mode are 25.9, 19.5, 13.1, and 7.1 Bars.

Knocking it from over 25.9 to under 19.5 will cause it to skip Magic Defense phase.

Knocking it from over 13.1 to under 7.1 will cause it to skip Physical Defense phase.

An alternative to freezing the Nasod Inspector is to wait till it tries one of its downward cannon slam attacks, it cannot cancel out of that animation allowing players to use multiple skills before it can activate or change defense modes.

It is possible for it to "System Crash" and activate "Physical Defense Mode" at the same time if the skill chain reduces a large amount of HP while failing to kill it.

It can be useful to have a Code Nemesis who has learned Atomic Shield to be in your party since the shield can block the Yellow Flares that the Inspector fires.

If you fail to skip the Magical/Physical Defense Mode Phase (Meaning it will use Magical/Physical Defense Mode) you can break its defense by inflicting any defense reduction like Armor Break, Water Element Enchant Debuff, or any active/passive skill which can reduce its defense. Wind orbs are also effective in nullifying its defense increase.

Only Armor Break will be sufficient for you to deal significant damage on Hell difficulty or higher due to the increased defense from level difference.

Other Information (NA)

In Henir and on Hell difficulty Nasod Inspector starts out closer than in Normal and Luto difficulties.

10% chance of super armor for 10 seconds when hit.During the 10 seconds, all damage done to you will be reduced by 30%ONLY IN DUNGEON

Mechanized MK-2 Top Piece

All

Lv40 Top Piece:
Max HP +3%

Physical Defense +20

Magical Defense +20

Mechanized MK-2 Bottom Piece

All

Lv40 Bottom Piece:
Critical Hit Rate +1%

Physical Defense +20

Magical Defense +20

Mechanized MK-2 Gloves

All

Lv40 Gloves:
Attack Speed +1%

HP +3%

Mechanized MK-2 Shoes

All

Lv40 Shoes:
Movement Speed +3%

Jump Speed +3%

Physical Defense +20

Magical Defense +20

Mechanized MK-2 Weapon

All

Lv40 Weapon:
Critical Hit Rate +2%

Attack Speed +2%

1% chance to increase your Attack Speed by 120% for 5 seconds

Trivia:

BGMs:

In the past Nasod Inspector's defense modes would merely boost its defense slightly instead of giving it enough defense to be completely immune to a damage type, it would change defense modes more often and regain much less HP from each mode change.

There also used to be a third platform on the left which was high enough that none of Nasod Inspector's attacks could reach it with exception of its Yellow Flares, allowing players to attack it with near impunity. Yellow Flares while dealing much less damage than they did now fall in two waves, one wave falling much faster than the other.

In the absolute earliest versions of this dungeon there was no Nasod Inspector, instead a larger version of the Wally #7 Mk.II which now serves as the mid-boss would fight alongside a Red and Yellow Mini Wally in its place. Also in this version many of the enemy spawns were different (it included many Ghost Mages and player-sized Giant Rats) and the stage went straight to the boss after the sewer portion.